/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_SceneUpdater.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. The content herein is highly confidential and should be handled accordingly. $Revision: 31311 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(SceneUpdater, ISceneUpdater); //---------------------------------------- SceneUpdater* SceneUpdater::Builder::Create(os::IAllocator* allocator) { NW_NULL_ASSERT(allocator); if (!this->m_SkeletonUpdater) { this->m_SkeletonUpdater.Reset(SkeletonUpdater::Builder() .Create(allocator)); } if (!this->m_WorldMatrixUpdater) { this->m_WorldMatrixUpdater.Reset(WorldMatrixUpdater::Builder() .Create(allocator)); } if (!this->m_BillboardUpdater) { this->m_BillboardUpdater.Reset(BillboardUpdater::Create(allocator)); } void* memory = allocator->Alloc(sizeof(SceneUpdater)); NW_NULL_ASSERT(memory); return new(memory) SceneUpdater( allocator, this->m_SkeletonUpdater, this->m_WorldMatrixUpdater, this->m_BillboardUpdater); } //---------------------------------------- void SceneUpdater::UpdateAll(SceneContext* sceneContext) { NW_NULL_ASSERT(sceneContext); this->EvaluateAnim(sceneContext, anim::ResGraphicsAnimGroup::EVALUATION_BEFORE_WORLD_UPDATE); this->UpdateTransformNode(sceneContext); // TODO: 将来、描画カリングを行う場合はここで処理する this->EvaluateAnim(sceneContext, anim::ResGraphicsAnimGroup::EVALUATION_AFTER_SCENE_CULLING); this->UpdateSkeletalModel(sceneContext); this->UpdateAnim(sceneContext); } //---------------------------------------- void SceneUpdater::SubmitView( RenderQueue* renderQueue, SceneContext* sceneContext, const Camera& camera, u8 layerId, RenderSortMode renderSortMode) { Model::IsVisibleModelDefaultFunctor isVisibleModel; SceneUpdateHelper::SubmitView( this->m_SkeletonUpdater.Get(), this->m_BillboardUpdater.Get(), renderQueue, sceneContext, camera, layerId, layerId, renderSortMode, this->m_DepthSortMode, &isVisibleModel); } //---------------------------------------- void SceneUpdater::SubmitView( RenderQueue* renderQueue, SceneContext* sceneContext, const Camera& camera, u8 layerId, u8 particleLayerId, RenderSortMode renderSortMode) { Model::IsVisibleModelDefaultFunctor isVisibleModel; SceneUpdateHelper::SubmitView( this->m_SkeletonUpdater.Get(), this->m_BillboardUpdater.Get(), renderQueue, sceneContext, camera, layerId, particleLayerId, renderSortMode, this->m_DepthSortMode, &isVisibleModel); } //---------------------------------------- void SceneUpdater::SubmitView( RenderQueue* renderQueue, SceneContext* sceneContext, const Camera& camera, u8 layerId, u8 particleLayerId, SceneUpdater::IsVisibleModelFunctor* isVisibleModel, RenderSortMode renderSortMode) { SceneUpdateHelper::SubmitView( this->m_SkeletonUpdater.Get(), this->m_BillboardUpdater.Get(), renderQueue, sceneContext, camera, layerId, particleLayerId, renderSortMode, this->m_DepthSortMode, isVisibleModel); } //---------------------------------------- void SceneUpdater::UpdateTransformNode(SceneContext* sceneContext) const { NW_NULL_ASSERT(sceneContext); SceneNodeArray::iterator end = sceneContext->GetSceneNodesEnd(); for (SceneNodeArray::iterator node = sceneContext->GetSceneNodesBegin(); node != end; ++node) { (*node)->PreUpdateSignal()(*node, sceneContext); // 親ノードからフラグを継承します。 (*node)->InheritTraversalResults(); (*node)->UpdateTransform(this->m_WorldMatrixUpdater.Get(), sceneContext); } } //---------------------------------------- void SceneUpdater::UpdateSkeletalModel(SceneContext* sceneContext) const { NW_NULL_ASSERT(sceneContext); SkeletalModelArray::iterator end = sceneContext->GetSkeletalModelsEnd(); for (SkeletalModelArray::iterator model = sceneContext->GetSkeletalModelsBegin(); model != end; ++model) { // フルベイクアニメを使用する場合は処理をスキップする。 if ((*model)->GetFullBakedAnimEnabled()) { continue; } Skeleton* skeleton = (*model)->GetSkeleton(); // スケルトンが既に更新済みの場合は処理をスキップする。 if (skeleton->IsUpdated()) { continue; } this->m_SkeletonUpdater->UpdateWorld( skeleton, *(this->m_WorldMatrixUpdater.Get())); skeleton->SetUpdated(true); } } //---------------------------------------- void SceneUpdater::UpdateAnim(SceneContext* sceneContext) const { NW_NULL_ASSERT(sceneContext); std::for_each( sceneContext->GetAnimatableNodesBegin(), sceneContext->GetAnimatableNodesEnd(), std::mem_fun(&SceneNode::UpdateFrame)); } //---------------------------------------- void SceneUpdater::EvaluateAnim(SceneContext* sceneContext, anim::ResGraphicsAnimGroup::EvaluationTiming timing) const { NW_NULL_ASSERT(sceneContext); AnimatableNodeArray::iterator animatableNodesEnd = sceneContext->GetAnimatableNodesEnd(); for (AnimatableNodeArray::iterator animNode = sceneContext->GetAnimatableNodesBegin(); animNode != animatableNodesEnd; ++animNode) { // SceneContext::AnimNodesに格納されたノードは、AnimBindingを持っている (*animNode)->GetAnimBinding()->Evaluate(timing); } } } // namespace gfx } // namespace nw